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submitted 3 weeks ago by alessandro@lemmy.ca to c/pcgaming@lemmy.ca
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[-] Kichae@lemmy.ca 5 points 2 weeks ago

Nah, they pay so poorly that you actually need to be invested in actually wanting to make games to take a job there. But you have to keep in mind that about 40% of people working on a game are not what the consumer world sees as 'creatives'. Software developers have to be invested in what they're doing, and often have to be really creative problem solvers, but it's not a "creative industry", so their contributions often go overlooked.

From the game design and art side, though, it's absolutely not an indie publisher. Development is highly collaborative, often involving thousands of contributors across multiple studios that span 2 or 3 continents. There isn't room for an auteur junior game designer, intermediate programmer, or individual environmental artist. The people who get to exercise creative liberties are the leads, and there's a handful of them on any game.

This is true basically on any project at any game studio of any appreciable size.

Where Ubisoft really kills the process is in editorial. All of the big publishers have editorial and marketing departments that work closely with each other to try and guide the creative outputs of those project leads towards an outcome that will see some amount of market success. The expectation and goal isn't even a runaway hit, just for the game to find an audience large enough to pay for the endeavour.

Ubisoft's editorial department is very influential, which you can see by how every single one of their games looks and feels exactly the fucking same. Everything interesting, unique, charming, or truly creative you do gets chiseled and sanded down into the same shape as everything else once the project actually starts coming together.

It's a soul crushing process, and if you resist it, you get labelled as "not a team player" and slowly relegated to the back of the room.

this post was submitted on 27 Nov 2024
288 points (98.6% liked)

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